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Steven F. Ashby Center for Applied Scientific Computing Month DD, 1997

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Title: Steven F. Ashby Center for Applied Scientific Computing Month DD, 1997


1
Paper Presentation - Micropolygon Ray Tracing
With Defocus and Motion Blur -
Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun
Zhou Presenter Jong Hyeob Lee 2010. 10. 28
2
Micropolygon
  • What is a micropolygon?
  • Polygon
    Micropolygon











3
Defocus and Motion Blur
4
Rasterization vs Ray Tracing
  • Tracing a ray is slower than rasterizing a pixel.
  • Every ray returns something useful. Rasterization
    waste time on not-covered or occluded pixels.
  • Tradeoff between per-operation cost and useful
    operation percentage.
  • Stochastic sampling favors ray tracing.

5
Goal
  • A 4D micropolygon ray tracing
  • Performs up to an order of magnitude faster than
    rasterization.
  • Eliminates the quality-performance tradeoff in
    defocus and motion blur rendering.

6
Related Works
  • Micropolygon
  • Reyes Cook et al. 1987
  • RenderAnts Zhou et al. 2009
  • Defocus and Motion Blur
  • Adaptive sampling Hachisuka et al. 2008
  • Hyper-trapezoids
  • Collision detection Hubbard 1995

7
Overview
  • Hyper-trapezoid
  • BVH Construction
  • Ray Generation
  • BVH Traversal

8
Overview
  • Hyper-trapezoid
  • BVH Construction
  • Ray Generation
  • BVH Traversal

9
Hyper-trapezoid
  • A hyper-trapezoid is
  • Two faces at T0, T1 interpolated linearly
    across T

10
Hyper-trapezoid
  • Axis-aligned bound box Bounding box based
    hyper-trapezoid

11
Hyper-trapezoid
  • 4D OBB hyper-trapezoids
  • The T0 and T1 faces are 3D OBB, analogous to 3D
    Hyper-trapezoids with 2D Bouding Box faces.

T1
T0
12
Comparisons with AABB
  • Test scenes (Furball, Ladybug, Fairy, Car)

13
Comparisons with AABB
14
Overview
  • Hyper-trapezoid
  • BVH Construction
  • Ray Generation
  • BVH Traversal

15
BVH Construction
  • Basic topology is the same as general BVH.

16
BVH Construction
  • Build process
  • Top level BVH
  • In-grid level BVH
  • Compute bounding volume

17
BVH Construction
  • Top level BVH
  • Unit Micropolygon grid
  • Split strategy Surface Area Heuristic
  • Termination criterion One gird in every node

18
BVH Construction
  • In-grid level BVH
  • Unit Micropolygons
  • Split strategy Parametric space mid-split
  • Termination criterion Less than 8 micropolygons
    in a node

19
BVH Construction
  • Compute bounding volume
  • Compute grid-level orientation
  • Bottom-up merge use the orientation that
    results in smaller surface area.
  • Top-down simplify use parent nodes orientation
    if surface area isnt increased too much.

20
Overview
  • Hyper-trapezoid
  • BVH Construction
  • Ray Generation
  • BVH Traversal

21
Ray Generation
  • Reducing the alias
  • Lens permutation magic square
  • Time permutation magic square shuffled and
    shifted per-pixel

22
Overview
  • Hyper-trapezoid
  • BVH Construction
  • Ray Generation
  • BVH Traversal

23
BVH Traversal Ray and OBB
  • Transforming rays into per-box local frame.

24
BVH Traversal Ray and OBB
  • Transforming rays into per-box local frame.

25
BVH Traversal - Micropolygon
  • Use a rasterization-like method to compute
    pseudo-intersections for micropolygons.
  • Project micropolygon to view plane.
  • Use even-odd rule to test it.

26
Comparison with Rasterization
  • Better quality

27
Comparisons with AABB
  • Test scenes (Furball, Ladybug, Fairy, Car)

28
Comparison with Rasterization
  • Faster sampling time

29
Result Total rendering time
30
Conclusion
  • The first time ray tracing is faster than
    rasterizaion.
  • A novel acceleration structure based on oriented
    hypertrapezoid.
  • Limitation
  • Inefficiency of transparency handling
  • The BVH is not effective when tracing rays
    inside objects over rasterization methods.

31
QA
  • Thank you.
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